<html>
<head>
<title>中国象棋</title>
<meta charset="UTF-8">
<style>
table{
    margin:10px;
    border-collapse:collapse;
}
table.board{
    background-color:white;
}
table,td.board{
    border:1px solid black;
}
 
td{
    height:65px;
    width:65px;
     
}
 
div.pieces{
    margin:5px;
    height:50px;
	line-height: 50px;cursor: pointer;
    width:50px;
    border:1px solid black;
    border-radius:25px;
    text-align:center;
    font-family:Cursive;
    font-size:1.5em;
    background-color:#FAF0E6;
}
div.red{
    color:#F08080
}
div.green{
    color:#32CD32
}
</style>
</head>
<body>
     
</body>
<script>
     
    //--------------------->棋盘的样子
    (function(){
        table = document.createElement("table");
        table.classList.add("board");
        tBody = document.createElement("tBody");
        for(var i=0;i<9;i++){
            row = tBody.insertRow(i);
            for(var j=0;j<8;j++){
                cell = row.insertCell(j);
                if(i!=4){cell.classList.add("board")}
            }
        }
        table.style.position="absolute";
        table.style.top="80px";
        table.style.left="280px";
        table.appendChild(tBody);
        document.body.appendChild(table);
         
    })();
     
    //--------------------->生成实际在使用的表格
    (function(){
        table = document.createElement("table");
        tBody = document.createElement("tBody");
        for(var i=0;i<10;i++){
            row = tBody.insertRow(i);
            for(var j=0;j<9;j++){
                cell = row.insertCell(j);
                cell.setAttribute("data-x",j);
                cell.setAttribute("data-y",i);
                cell.addEventListener("click",clickBoard,false);
            }
        }
        table.appendChild(tBody);
        table.style.position="absolute";
        table.style.top="50px";
        table.style.left="250px";
        document.body.appendChild(table);
    })();
     
     
    //开始游戏字样
    (function(){
        beginText = document.createElement("h1");
        beginText.style.display="inline";
        beginText.innerHTML="游戏开始";
        beginText.addEventListener("click",function(event){
            chessboard.init();
            if(!chessboard.status){
                 
            }
        },false);
        beginText.style.position="absolute";
        beginText.style.top="200px";
        beginText.style.left="1000px";
        document.body.appendChild(beginText);
         
    })();
     
     
    //走棋方展示
    (function(){
        turnText = document.createElement("h1");
        turnText.innerHTML="红方";
        turnText.style.position="absolute";
        turnText.style.top="250px";
        turnText.style.left="1000px";
        document.body.appendChild(turnText);
    })();
     
    //-------------------->绑定三个事件
     
    //点击棋盘
    function clickBoard(event){
        if(chessboard.status){
            if(chessboard.curPiece){
                var x = parseInt(this.getAttribute("data-x"));
                var y = parseInt(this.getAttribute("data-y"));
                 
                //尝试移动棋子
                chessboard.curPiece.move(x,y);
            }
            event.stopPropagation();
        }else{
            //游戏结束，什么也不做
            event.stopPropagation();//阻止冒泡事件，因为冒泡也没有意义
        }
         
    }
     
    //选中棋子
    function choosePiece(event){
        if(chessboard.status){
            if(chessboard.turn == !!this.getAttribute("data-team") && !chessboard.curPiece){
             
                var x = parseInt(this.parentNode.getAttribute("data-x"));
                var y = parseInt(this.parentNode.getAttribute("data-y"));
                //选中棋子
                chessboard.curPiece = chessboard.pieces[x][y];
                 
                chessboard.curPiece.piece.style.backgroundColor="#B0E0E6";
                 
                //阻止冒泡事件
                //因为点击键盘事件是移动棋子位置事件，当前没有选中棋子，自然就不需要冒泡了
                event.stopPropagation();
            }
        }else{
            //游戏结束，什么也不做
            event.stopPropagation();//阻止冒泡事件，因为冒泡也没有意义
        }
         
    }
     
    //取消选中棋子
    window.addEventListener("click",function(event){
        if(chessboard.status){
            if(chessboard.curPiece){
                chessboard.curPiece.piece.style.backgroundColor="#FAF0E6";
                chessboard.curPiece=null;
            }
        }else{
            //游戏结束，什么也不做
        }
         
    },false);
     
    //棋盘
    chessboard = {
        init:function(){
            for(i=0;i<9;i++){this.pieces[i]=[]; } 
            if(this.copyPieces){
             
                //直接拷贝this.copyPieces即可
                for(var i=0;i<9;i++){
                    if(this.copyPieces[i]){
                        for(var j=0;j<10;j++){
                            this.pieces[i][j]=this.copyPieces[i][j];
                            this.pieces1[i][j]=this.copyPieces[i][j];//用于保存一步以后的棋子布局
                            if(table.rows[j].cells[i].childNodes.length){
                                 
                                for(var l=0;l<table.rows[j].cells[i].childNodes.length;l++){
                                    table.rows[j].cells[i].removeChild(table.rows[j].cells[i].childNodes[l]);
                                }
                            }
                            if(this.pieces[i][j]){
                                table.rows[j].cells[i].appendChild(this.pieces[i][j].piece);//棋盘放上棋子
                                this.pieces[i][j].positionX=i;//设置x轴
                                this.pieces[i][j].positionY=j;//设置y轴
                            }
                        }
                    }
                }
            }else{
                //第一次运行，自己创建所有棋子
                {
                    //红棋
                    this.pieces[0][9] = new Car("CarR1",0,9,true);
                    this.pieces[1][9] = new Horse("HorseR1",1,9,true);
                    this.pieces[1][7] = new Cannon("CannonR1",1,7,true);
                    this.pieces[2][9] = new Elephant("ElephantR1",2,9,true,"相");
                    this.pieces[3][9] = new Bodyguards("BodyguardsR1",3,9,true);
                    this.pieces[4][9] = new Boss("bossR",4,9,true,"帅");
                    this.redBoss=this.pieces[4][9];
                    this.pieces[5][9] = new Bodyguards("BodyguardsR2",5,9,true);
                    this.pieces[6][9] = new Elephant("ElephantR2",6,9,true,"相");
                    this.pieces[7][7] = new Cannon("CannonR2",7,7,true);
                    this.pieces[7][9] = new Horse("HorseR2",7,9,true);
                    this.pieces[8][9] = new Car("CarR2",8,9,true);
                     
                    this.pieces[0][6] = new Soldier("SoldierR1",0,6,true,"兵");
                    this.pieces[2][6] = new Soldier("SoldierR2",2,6,true,"兵");
                    this.pieces[4][6] = new Soldier("SoldierR3",4,6,true,"兵");
                    this.pieces[6][6] = new Soldier("SoldierR4",6,6,true,"兵");
                    this.pieces[8][6] = new Soldier("SoldierR5",8,6,true,"兵");
                     
                    //黑棋
                    this.pieces[0][0] = new Car("CarG1",0,0,false);
                    this.pieces[1][0] = new Horse("HorseG1",1,0,false);
                    this.pieces[1][2] = new Cannon("CannonG1",1,2,false);
                    this.pieces[2][0] = new Elephant("ElephantG1",2,0,false,"象");
                    this.pieces[3][0] = new Bodyguards("BodyguardsG1",3,0,false);
                    this.pieces[4][0] = new Boss("bossG",4,0,false,"将");
                    this.greenBoss=this.pieces[4][0];
                    this.pieces[5][0] = new Bodyguards("BodyguardsG2",5,0,false);
                    this.pieces[6][0] = new Elephant("ElephantG2",6,0,false,"象");
                    this.pieces[7][2] = new Cannon("CannonG2",7,2,false);
                    this.pieces[7][0] = new Horse("HorseG2",7,0,false);
                    this.pieces[8][0] = new Car("CarG2",8,0,false);
                     
                    this.pieces[0][3] = new Soldier("SoldierR1",0,3,false,"卒");
                    this.pieces[2][3] = new Soldier("SoldierR2",2,3,false,"卒");
                    this.pieces[4][3] = new Soldier("SoldierR3",4,3,false,"卒");
                    this.pieces[6][3] = new Soldier("SoldierR4",6,3,false,"卒");
                    this.pieces[8][3] = new Soldier("SoldierR5",8,3,false,"卒");
                }
                 
                this.copyPieces=[];
                for(var i=0;i<9;i++){
                    if(this.pieces[i]){
                        this.copyPieces[i]=[]; 
                        for(var j=0;j<10;j++){
                            this.copyPieces[i][j]=this.pieces[i][j];
                            this.pieces1[i][j]=this.pieces[i][j];
                        }
                    }
                }
                 
                //绑定事件单击
                var divs = document.getElementsByClassName("pieces");
                for(var i=0;i<divs.length;i++){divs[i].addEventListener("click",choosePiece,false);}
            }
            this.status = true;
            this.turn = true;
            turnText.innerHTML="红方";
        },
        gameOver:function (winner){
            if(winner){alert("红方胜利")}else{alert("黑方胜利")}
            this.status=false;
        },
        changeTurn:function(){
            this.turn = !this.turn;
            chessboard.curPiece.piece.style.backgroundColor="#FAF0E6";
            //当前选中棋子置换为null
            chessboard.curPiece=null;
            if(this.turn){turnText.innerHTML="红方"}else{turnText.innerHTML="黑方"}
             
            if(beKillAnyWay(this.turn)){
                alert("绝杀！");
                chessboard.gameOver(!this.turn);
            }
             
        },
        status:true,//游戏的状态,true:正在玩，false:结束了
        redBoss:null,
        greenBoss:null,
        curPiece:null,
        pieces:[],//存放棋子当前布局状态
        pieces1:[[],[],[],[],[],[],[],[],[]],//存放棋子走过一步后的布局状态
        copyPieces:null,//存放棋子布局的初始状态
        turn:true,//红先黑后,true:红
    };
      
    //检查跳的位置上是否有对手棋子
    //有：返回true
    //没有：返回false
    function checkEnemy(x,y){
        if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team != this.team){
            return true;
        }
        return false;
    }
     
    //击杀对手棋子
    function killEnemy(x,y){
        chessboard.pieces[x][y].beKill();
    }
     
    //是否将军
    function canKilBoss(x,y){
         
        if(this.team){
            for(var i=0;i<chessboard.pieces.length;i++){
                for(var j=0;j<chessboard.pieces[i].length;j++){
                    if(chessboard.pieces[i][j] && chessboard.pieces[i][j].team == this.team){
                     
                        if(chessboard.pieces[i][j].checkPath(chessboard.greenBoss.positionX,chessboard.greenBoss.positionY)){return true;}
                    }
                }
            }
            return false;
        }else{
            for(var i=0;i<chessboard.pieces.length;i++){
                for(var j=0;j<chessboard.pieces[i].length;j++){
                    if(chessboard.pieces[i][j] && chessboard.pieces[i][j].team == this.team){
                        if(chessboard.pieces[i][j].checkPath(chessboard.redBoss.positionX,chessboard.redBoss.positionY)){return true};
                    }
                }
            }
            return false;
        }
    }
 
    //被击杀
    function beKill(){
        chessboard.pieces[this.positionX][this.positionY]=null;
        chessboard.pieces1[this.positionX][this.positionY]=null;
         
        this.piece.parentNode.removeChild(this.piece);
        if(this.name=="将" || this.name=="帅"){
            chessboard.gameOver(!this.team);
        }
    }
     
    function check(x,y){
        if(this.checkPath(x,y) && this.checkBoss(x,y)){
            return true;
        }
        return false;
    }
     
    //检查是否被绝杀
    //会：返回true，不会：返回false
    function beKillAnyWay(turn){
        for(var i=0;i<9;i++){
            for(var j=0;j<10;j++){
                if(chessboard.pieces[i][j] && chessboard.pieces[i][j].team == turn){
                    var paths = chessboard.pieces[i][j].pathCanGo();
                    for(var l=0;l<paths.length;l++){
                        if(!chessboard.pieces[i][j].canBeKilBoss(paths[l]["x"],paths[l]["y"])){return false;}
                    }
                }
            }
        }
        return true;
         
    }
     
    //走出这步后会不会送将
    //会：返回true，不会：返回false
    function canBeKilBoss(x,y){
         
         
         
        //pieces1置换为1步以后的状态
        var tempPiece = chessboard.pieces1[x][y];
        chessboard.pieces1[this.positionX][this.positionY]=null;
        chessboard.pieces1[x][y]=this;
         
         
        //this也置换为一步以后的状态
        var tempX = this.positionX;
        var tempY = this.positionY;
         
        this.positionX=x;
        this.positionY=y;
         
        if(this.team){
            for(var i=0;i<9;i++){
                for(var j=0;j<10;j++){
                    if(chessboard.pieces1[i][j] && !chessboard.pieces1[i][j].team){
                        if(chessboard.pieces1[i][j].checkPath(chessboard.redBoss.positionX,chessboard.redBoss.positionY,chessboard.pieces1)){
                            //恢复之前的状态
                            this.positionX=tempX;
                            this.positionY=tempY;
                            chessboard.pieces1[this.positionX][this.positionY]=this;
                            chessboard.pieces1[x][y]=tempPiece;
                             
                            return true;
                        }
                    }
                }
            }
        }else{
             
            for(var i=0;i<9;i++){
                for(var j=0;j<10;j++){
                    if(chessboard.pieces1[i][j] && chessboard.pieces1[i][j].team){
                        if(chessboard.pieces1[i][j].checkPath(chessboard.greenBoss.positionX,chessboard.greenBoss.positionY,chessboard.pieces1)){
                            //恢复之前的状态
                            this.positionX=tempX;
                            this.positionY=tempY;
                            chessboard.pieces1[this.positionX][this.positionY]=this;
                            chessboard.pieces1[x][y]=tempPiece;
                            return true;
                        }
                    }
                }
            }
        }
         
        //恢复之前的状态
        this.positionX=tempX;
        this.positionY=tempY;
         
        chessboard.pieces1[this.positionX][this.positionY]=this;
        chessboard.pieces1[x][y]=null;
         
        return false;
    }
     
    //移动棋子
    function move(x,y){
        if(this.check(x,y)){
            //有对手的棋子，则吃掉对手棋子
            if(this.checkEnemy(x,y)){killEnemy(x,y);}
            this.doMove(x,y);
            //换手
            chessboard.changeTurn();
             
            if(chessboard.status && this.canKilBoss(x,y)){alert("将军！")}
        }
    }
     
    //实际调整棋子的位置
    function doMove(x,y){
        //棋子移动至这个位置
        this.piece.parentNode.removeChild(this.piece);
        table.rows[y].cells[x].appendChild(this.piece);
         
        //二维数组处放置当前棋子
        chessboard.pieces[x][y]=this;
        chessboard.pieces[this.positionX][this.positionY]=null;
         
        //一步后的二维数组同步更新
        chessboard.pieces1[x][y]=this;
        chessboard.pieces1[this.positionX][this.positionY]=null;
         
        this.positionX=x;
        this.positionY=y;
    }
     
    //棋子的父类，定义了一些方法，供继承使用（但是发现这个继承用处不大，甚至有些负作用）
    function Pieces(){
        this.checkEnemy=checkEnemy;
        this.killEnemy=killEnemy;
        this.beKill=beKill;
        this.canKilBoss=canKilBoss;
        this.canBeKilBoss=canBeKilBoss;
        this.move=move;
        this.doMove=doMove;
        this.checkBoss=checkBoss;
        this.check=check;
    }
     
    //判断车的位置是否合法
    function checkCarPath(x,y,chessArr){
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        if((this.positionX==x && this.positionY!=y) || (this.positionX!=x && this.positionY==y)){
            //前进路线中不能有任何障碍
            if(this.positionX==x){
                for(var i= Math.min(this.positionY,y) + 1; i< Math.max(this.positionY,y);i++){
                    if(chessArr){
                        if(chessArr[x][i]){return false;}
                    }else{
                        if(chessboard.pieces[x][i]){return false;}
                    }
                }
            }else{
                for(var i= Math.min(this.positionX,x) + 1; i< Math.max(this.positionX,x);i++){
                    if(chessArr){
                        if(chessArr[i][y]){return false;}
                    }else{
                         
                        if(chessboard.pieces[i][y]){return false;}
                    }
                }
            }
            return true;
        }
        return false;
    }
     
    //车可以移动的位置
    function pathCanGo_car(chessArr){
        var paths = [];
         
        //x不变，y轴上可以移动的位置
        for(var i=0;i<9;i++){
            if(i != this.positionY && this.check(this.positionX,i)){paths.push({"x":this.positionX,"y":i});}
            }
        //y不变，x轴上可以移动的位置
        for(var i=0;i<10;i++){
            if(i != this.positionX && this.check(i,this.positionY)){paths.push({"x":i,"y":this.positionY});}
        }
        return paths;
    }
     
    //车
    function Car(nID,nX,nY,nTeam){
        this.name="车";
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
        this.checkPath=checkCarPath;
        this.pathCanGo=pathCanGo_car;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //判断马的位置是否合法
    function checkHorsePath(x,y,chessArr){
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        //马走日字
        if(Math.abs(x-this.positionX)==2 && Math.abs(y-this.positionY)==1){
            //蹩马腿
            if(chessboard.pieces[(x+this.positionX)/2][this.positionY]){return false;}
            return true;
        }
        if(Math.abs(x-this.positionX)==1 && Math.abs(y-this.positionY)==2){
            //蹩马腿
            if(chessboard.pieces[this.positionX][(y+this.positionY)/2]){return false;}
            return true;
        }
        return false;
    }
     
    //马可以移动的位置
    function pathCanGo_Horse(){
        var paths = [];
        //右二下一
        if(this.check(this.positionX+2,this.positionY+1)){paths.push({"x":this.positionX+2,"y":this.positionY+1});}
        //右二上一
        if(this.check(this.positionX+2,this.positionY-1)){paths.push({"x":this.positionX+2,"y":this.positionY-1});}
        //左二下一
        if(this.check(this.positionX-2,this.positionY+1)){paths.push({"x":this.positionX-2,"y":this.positionY+1});}
        //左二上一
        if(this.check(this.positionX-2,this.positionY-1)){paths.push({"x":this.positionX-2,"y":this.positionY-1});}
        //右一下二
        if(this.check(this.positionX+1,this.positionY+2)){paths.push({"x":this.positionX+1,"y":this.positionY+2});}
        //右一上二
        if(this.check(this.positionX+1,this.positionY-2)){paths.push({"x":this.positionX+1,"y":this.positionY-2});}
        //左一下二
        if(this.check(this.positionX-1,this.positionY+2)){paths.push({"x":this.positionX-1,"y":this.positionY+2});}
        //左一上二
        if(this.check(this.positionX-1,this.positionY-2)){paths.push({"x":this.positionX-1,"y":this.positionY-2});}
        return paths;
    }
     
    //马
    function Horse(nID,nX,nY,nTeam){
        this.name="马";
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
        this.checkPath=checkHorsePath;
        this.pathCanGo=pathCanGo_Horse;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //判断象的位置是否合法
    function checkElephantPath(x,y,chessArr){
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        //不能过河
        if(this.team){if(y<5){return false;}}
        else{if(y>4){return false;}}
         
        //象走田字
        if(Math.abs(x-this.positionX)==2 && Math.abs(y-this.positionY)==2){
            //蹩象腿
            if(!chessboard.pieces[(x+this.positionX)/2][(y+this.positionY)/2]){
                return true;
            }
        }
        return false;    
    }
     
    //象可以移动的位置
    function pathCanGo_Elephant(){
        var paths = [];
        //右二下二
        if(this.check(this.positionX+2,this.positionY+2)){paths.push({"x":this.positionX+2,"y":this.positionY+2});}
        //右二上二
        if(this.check(this.positionX+2,this.positionY-2)){paths.push({"x":this.positionX+2,"y":this.positionY-2});}
        //左二下二
        if(this.check(this.positionX-2,this.positionY+2)){paths.push({"x":this.positionX-2,"y":this.positionY+2});}
        //左二上二
        if(this.check(this.positionX-2,this.positionY-2)){paths.push({"x":this.positionX-2,"y":this.positionY-2});}
        return paths;
    }
     
    //象
    function Elephant(nID,nX,nY,nTeam,name){
        this.name=name;
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
        this.checkPath=checkElephantPath;
        this.pathCanGo=pathCanGo_Elephant;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //判断士的位置是否合法
    function checkBodyguardsPath(x,y,chessArr){
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        //x轴不能出九宫格
        if(x!=3 && x!=4 && x!=5){return false;}
         
        //y轴不能出九宫格
        if(this.team){if(y<7){return false;}}
        else{if(y>2){return false;}}
         
        //士斜着走一步
        if(Math.abs(x-this.positionX)==1 && Math.abs(y-this.positionY)==1){
            return true;
        }
        return false;
    }
     
    //士可以移动的位置
    function pathCanGo_Bodyguards(){
        var paths = [];
        if(this.check(this.positionX+1,this.positionY+1)){
            paths.push({"x":this.positionX+1,"y":this.positionY+1});
        }
        if(this.check(this.positionX+1,this.positionY-1)){
            paths.push({"x":this.positionX+1,"y":this.positionY-1});
        }
        if(this.check(this.positionX-1,this.positionY+1)){
            paths.push({"x":this.positionX-1,"y":this.positionY+1});
        }
        if(this.check(this.positionX-1,this.positionY-1)){
            paths.push({"x":this.positionX-1,"y":this.positionY-1});
        }
        return paths;
    }
     
    //士，找不到合适的单词，构造器意为保镖
    function Bodyguards(nID,nX,nY,nTeam){
        this.name="士";
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
        this.checkPath=checkBodyguardsPath;
        this.pathCanGo=pathCanGo_Bodyguards;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //将/帅的位置是否合法
    function checkBossPath(x,y,chessArr){
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        if(x!=3 && x!=4 && x!=5){return false;}
        if(this.team){if(y<7){return false;}}
        else{if(y > 2){return false;}}
        if(Math.abs(x-this.positionX)==1 && Math.abs(y-this.positionY)==0){
            return true;
        }
        if(Math.abs(x-this.positionX)==0 && Math.abs(y-this.positionY)==1){
            return true;
        }
        return false;
    }
     
    //将可以移动的位置
    function pathCanGo_Boss(){
        var paths=[];
        if(this.check(this.positionX+1,this.positionY)){paths.push({"x":this.positionX+1,"y":this.positionY})}
        if(this.check(this.positionX-1,this.positionY)){paths.push({"x":this.positionX-1,"y":this.positionY})}
        if(this.check(this.positionX,this.positionY+1)){paths.push({"x":this.positionX,"y":this.positionY+1})}
        if(this.check(this.positionX,this.positionY-1)){paths.push({"x":this.positionX,"y":this.positionY-1})}
        return paths;
    }
     
    //将，帅
    function Boss(nID,nX,nY,nTeam,name){
        this.name=name;
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
         
        this.checkPath=checkBossPath;
        this.pathCanGo=pathCanGo_Boss;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //兵/卒的位置是否合法
    function checkSoldierPath(x,y,chessArr){
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        if(this.team){
            //不能后退
            if(y>this.positionY){return false;}
            //前进，合法
            if(Math.abs(x-this.positionX)==0 && Math.abs(y-this.positionY)==1){
             
                return true;
            }
            //过河后可以横向移动，然而也只能走一步
            if(this.positionY<5){
                if(Math.abs(x-this.positionX)==1 && Math.abs(y-this.positionY)==0){
                    return true;
                }
            }
        }else{
            //不能后退
            if(y<this.positionY){return false;}
            //前进，合法
            if(Math.abs(x-this.positionX)==0 && Math.abs(y-this.positionY)==1){
                return true;
            }
            //过河后可以横向移动，然而也只能走一步
            if(this.positionY>4){
                if(Math.abs(x-this.positionX)==1 && Math.abs(y-this.positionY)==0){
                    return true;
                }
            }
        }
         
        return false;
    }
     
    //兵/卒可以移动的位置
    function pathCanGo_Soldier(){
        var paths = [];
        if(this.team){
            if(this.check(this.positionX,this.positionY-1)){paths.push({"x":this.positionX,"y":this.positionY-1});}
            if(this.positionY<5){
                if(this.check(this.positionX+1,this.positionY)){paths.push({"x":this.positionX+1,"y":this.positionY});}
                if(this.check(this.positionX-1,this.positionY)){paths.push({"x":this.positionX-1,"y":this.positionY});}
            }
        }else{
            if(this.check(this.positionX,this.positionY+1)){paths.push({"x":this.positionX,"y":this.positionY+1});}
            if(this.positionY>4){
                if(this.check(this.positionX+1,this.positionY)){paths.push({"x":this.positionX+1,"y":this.positionY});}
                if(this.check(this.positionX-1,this.positionY)){paths.push({"x":this.positionX-1,"y":this.positionY});}
            }
        }
        return paths;
    }
     
    //兵
    function Soldier(nID,nX,nY,nTeam,name){
        this.name=name;
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
        this.checkPath=checkSoldierPath;
        this.pathCanGo=pathCanGo_Soldier;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //炮的位置是否合法
    function checkCannonPath(x,y,chessArr){
     
        if(x<0 || x>8 || y<0 || y>9){return false;}
        if(chessArr){
            if(chessArr[x][y] && chessArr[x][y].team == this.team){return false;}
        }else{
            if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team == this.team){return false;}
        }
        //炮走直线
        if(this.positionX==x || this.positionY==y){
            var count = 0;//计数路线上的障碍
            if(this.positionX==x){count = count2Piece("y",this.positionY,y,x,chessArr);}
            else{count = count2Piece("x",this.positionX,x,y,chessArr);}
            //没有障碍，切目标位置没有棋子，合法
            if(chessArr){
                 
                if(count==0 && !chessArr[x][y]){
                    return true;
                }
                //有一个障碍
                if(count==1){
                    //且目标位置上有对手棋子，合法
                    if(chessArr[x][y] && chessArr[x][y].team != this.team){
                        return true;
                    }
                }
            }else{
                if(count==0 && !chessboard.pieces[x][y]){
                    return true;
                }
                //有一个障碍
                if(count==1){
                    //且目标位置上有对手棋子，合法
                    if(chessboard.pieces[x][y] && chessboard.pieces[x][y].team != this.team){
                        return true;
                    }
                }
            }
             
        }
        //其余情况均不合法
        return false;
    }
     
    //泡可以移动的位置
    function pathCanGo_Cannon(){
        var paths = [];
        for(var i=0;i<10;i++){
            if(i!=this.positionY && this.check(this.positionX,i)){paths.push({"x":this.positionX,"y":i})}
        }
        for(var i=0;i<9;i++){
            if(i!=this.positionX && this.check(i,this.positionY)){paths.push({"x":i,"y":this.positionY})}
        }
        return paths;
    }
     
    //炮
    function Cannon(nID,nX,nY,nTeam){
        this.name="炮";
        this.ID=nID;
        this.positionX=nX;
        this.positionY=nY;
        this.team=!!nTeam;
        this.checkPath=checkCannonPath;
        this.pathCanGo=pathCanGo_Cannon;
        this.piece = createPieces(this.name,this.positionX,this.positionY,this.name,this.team);
    }
     
    //检查老将问题
    function checkBoss(x,y,chessArr){
         
        if(this.canBeKilBoss(x,y,chessArr)){
            return false;
        }
        if(this.name == "将" || this.name == "帅"){//将要移动的是将
            if(this.team){//帅
                if(x!=chessboard.greenBoss.positionX){return true;}
                var count = count2Piece("y",y,chessboard.greenBoss.positionY,x,chessArr);
                return count > 0;
            }else{//将
                if(x!=chessboard.redBoss.positionX){return true;}
                var count = count2Piece("y",y,chessboard.redBoss.positionY,x,chessArr);
                return count>0;
            }
        }else{//将要移动的不是将
         
            //两方的将不在同一条线，通过
            if(chessboard.redBoss.positionX != chessboard.greenBoss.positionX){
                return true;
            }
             
            var count=count2Piece("y",chessboard.redBoss.positionY,chessboard.greenBoss.positionY,chessboard.redBoss.positionX,chessArr);
             
            //新的位置在两个老将的x轴上，且y轴在两个老将之间
            if(x == chessboard.redBoss.positionX && y < chessboard.redBoss.positionY && y > chessboard.greenBoss.positionY){count++;}
            //旧的位置在两个老将的x轴上，且y轴在两个老将之间
            if(this.positionX == chessboard.redBoss.positionX && y < chessboard.redBoss.positionY && y > chessboard.greenBoss.positionY){count--;}
            return count>0;
             
        }
         
    }
    /**
        计算在一条线上的两个棋子“之间”的棋子数量
        @param XOrY 计算x轴还是y轴上的棋子数量
        @param a1 要计算的轴上的两点中的一点
        @param a2 要计算的轴上的两点中的一点
        @param a3 不需要计算的轴上的值
        @param chessArr 要在哪个棋子布局上计算
    */
    function count2Piece(XOrY,a1,a2,a3,chessArr){
     
        var count=0;
        if(XOrY=='x' || XOrY=='X'){
            for(var i= Math.min(a1,a2) + 1;i< Math.max(a1,a2);i++){
                if(chessArr){
                    if(chessArr[i][a3]){++count;}
                }else{
                    if(chessboard.pieces[i][a3]){++count;}
                }
            }
        }else{
            for(var i= Math.min(a1,a2) + 1;i< Math.max(a1,a2);i++){
                if(chessArr){
                    if(chessArr[a3][i]){++count;}
                }else{
                    if(chessboard.pieces[a3][i]){++count;}
                }
                 
            }
        }
        return count;
    }
     
    //在dom中创建棋子
    function createPieces(ID,x,y,name,team){
        var div = document.createElement("div");
        div.setAttribute("data-team",team?"red":"");
        div.classList.add("pieces");
        div.classList.add(team?"red":"green");
        div.appendChild(document.createTextNode(name));
        tBody.rows[y].cells[x].appendChild(div);
        return div;
    }
     
    var p = new Pieces();
    Car.prototype=p;
    Horse.prototype=p;
    Elephant.prototype=p;
    Bodyguards.prototype=p;
    Boss.prototype=p;
    Soldier.prototype=p;
    Cannon.prototype=p;
     
    chessboard.init();
     
</script>
</html>
